Difference between revisions of "Left 4 Dead Events"

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Line 151: Line 151:
 
{{hl2msg|causer|short}}
 
{{hl2msg|causer|short}}
 
{{hl2msg|has_upgrade|bool}}
 
{{hl2msg|has_upgrade|bool}}
 +
{{end-hl2msg}}
 +
 +
=== player_ledgerelease ===
 +
{{qnotice|When a player lets go of a ledge}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{end-hl2msg}}
 +
 +
=== door_moving ===
 +
{{qnotice|When a door moves}}<br>
 +
{{begin-hl2msg|entindex|long}}
 +
{{hl2msg|userid|short}}
 +
{{end-hl2msg}}
 +
 +
=== door_open ===
 +
{{qnotice|When a door is opened}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{hl2msg|checkpoint|bool}}
 +
{{hl2msg|closed|bool}}
 +
{{end-hl2msg}}
 +
 +
=== door_close ===
 +
{{qnotice|When a door is closed}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{hl2msg|checkpoint|bool}}
 +
{{end-hl2msg}}
 +
 +
=== door_unlocked ===
 +
{{qnotice|When a door is unlocked}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{hl2msg|checkpoint|bool}}
 +
{{end-hl2msg}}
 +
 +
=== rescue_door_open ===
 +
{{qnotice|When a rescue door is opened}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{hl2msg|entindex|long}}
 +
{{end-hl2msg}}
 +
 +
=== waiting_checkpoint_door_used ===
 +
{{qnotice|Someone tried to open a checkpoint door that is locked till everyone loads in}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{hl2msg|entindex|long}}
 +
{{end-hl2msg}}
 +
 +
=== waiting_door_used_versus ===
 +
{{qnotice|Someone tried to open a checkpoint door that is locked till everyone loads in}}<br>
 +
{{begin-hl2msg|userid|short}}
 +
{{hl2msg|entindex|long}}
 +
{{end-hl2msg}}
 +
 +
=== waiting_checkpoint_button_used ===
 +
{{qnotice|Someone pushed a button that's locked until everyone is gathered}}<br>
 +
{{begin-hl2msg|userid|short}}
 
{{end-hl2msg}}
 
{{end-hl2msg}}

Revision as of 17:04, 26 November 2008

player_death

Note: When a player is killed

Name: userid
Structure:
entityid long {{{3}}}
attacker short {{{3}}}
attackername string {{{3}}}
attackerentid long {{{3}}}
headshot bool {{{3}}}
attackerisbot boot {{{3}}}
victimname string {{{3}}}
victimisbot bool {{{3}}}
abort bool {{{3}}}
type long {{{3}}}
victim_x float {{{3}}}
victim_y float {{{3}}}
victim_z float {{{3}}}


player_hurt

Note: When a player is Hurt

Name: local
Structure:
userid short {{{3}}}
attacker short {{{3}}}
attackerentid long {{{3}}}
health short {{{3}}}
armor byte {{{3}}}
weapon string {{{3}}}
dmg_health short {{{3}}}
dmg_armor byte {{{3}}}
hitgroup byte {{{3}}}
type long {{{3}}}


player_team

Note: When a player Changes Team

Name: userid
Structure:
team byte {{{3}}}
oldteam byte {{{3}}}
disconnect bool {{{3}}}
name string {{{3}}}
isbot bool {{{3}}}


player_bot_replace

Note: When a player replaces a bot

Name: player
Structure:
bot short {{{3}}}


bot_player_replace

Note: When a bot replaces a player

Name: bot
Structure:
player short {{{3}}}


player_afk

Note: When a bot replaces a player

Name: player
Structure:


weapon_fire

Note: When a weapon is fired

Name: local
Structure:
userid short {{{3}}}
weapon string {{{3}}}
weaponid short {{{3}}}
count short {{{3}}}



weapon_fire_on_empty

Note: When a weapon is fired while empty

Name: local
Structure:
userid short {{{3}}}
weapon string {{{3}}}
count short {{{3}}}


weapon_reload

Note: When a weapon is reloaded

Name: userid
Structure:
manual bool {{{3}}}


weapon_zoom

Note: When a weapon is reloaded

Name: userid
Structure:


ability_use

Note: When an ability is used

Name: userid
Structure:
ability string {{{3}}}
context short {{{3}}}


ammo_pickup

Note: When a player recieves ammo

Name: userid
Structure:


item_pickup

Note: When a player recieves an item

Name: userid
Structure:
item string {{{3}}}


grenade_bounce

Note: When a grenade bounces

Name: userid
Structure:


hegrenade_detonate

Note: When a grenade explodes

Name: userid
Structure:


bullet_impact

Note: When a bullet projectile impacts

Name: userid
Structure:
x float {{{3}}}
y float {{{3}}}
z float {{{3}}}


player_footstep

Note: When a player makes a footstep

Name: userid
Structure:


player_jump

Note: When a player jumps

Name: userid
Structure:


player_jump

Note: When a player is blinded

Name: userid
Structure:


player_falldamage

Note: When a player recieves fall damage

Name: userid
Structure:
damage float {{{3}}}
causer short {{{3}}}


player_ledgegrab

Note: When a player grabs on a ledge

Name: userid
Structure:
causer short {{{3}}}
has_upgrade bool {{{3}}}


player_ledgerelease

Note: When a player lets go of a ledge

Name: userid
Structure:


door_moving

Note: When a door moves

Name: entindex
Structure:
userid short {{{3}}}


door_open

Note: When a door is opened

Name: userid
Structure:
checkpoint bool {{{3}}}
closed bool {{{3}}}


door_close

Note: When a door is closed

Name: userid
Structure:
checkpoint bool {{{3}}}


door_unlocked

Note: When a door is unlocked

Name: userid
Structure:
checkpoint bool {{{3}}}


rescue_door_open

Note: When a rescue door is opened

Name: userid
Structure:
entindex long {{{3}}}


waiting_checkpoint_door_used

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: userid
Structure:
entindex long {{{3}}}


waiting_door_used_versus

Note: Someone tried to open a checkpoint door that is locked till everyone loads in

Name: userid
Structure:
entindex long {{{3}}}


waiting_checkpoint_button_used

Note: Someone pushed a button that's locked until everyone is gathered

Name: userid
Structure: